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An Empathetic Approach to Human-Centric

Requirements Engineering Using Virtual Reality


Nicholas Chong Emmanuel Chu Adrian Nadonza
Software Engineering Research Project Software Engineering Research Project Software Engineering Research Project
Monash University Monash University Monash University
Melbourne, Australia Melbourne, Australia Melbourne, Australia
ncho0010@student.monash.edu echu0019@student.monash.edu anad0008@student.monash.edu

Sienna Marie Rodriguez Sothearith Tith Jin Shan


Software Engineering Research Project Software Engineering Research Project Software Engineering Research Project
Monash University Monash University Monash University
Melbourne, Australia Melbourne, Australia Melbourne, Australia
srod0005@student.monash.edu stit4@student.monash.edu jngg0042@student.monash.edu

Prof. John Grundy A/Prof. Thuong Hoang


Faculty of IT Faculty of Sci Eng, Built Env
Monash University Deakin University
Melbourne, Australia Melbourne, Australia
john.grundy@monash.edu thuong.hoang@deakin.edu.au

Abstract—We explored the use of virtual reality (VR) in opmental or neurological conditions. Neuro-diverse people
assisting software engineers to better understand the perspectives experience the world around them in many different ways
of the end user for the purpose of human-centric requirements [3] and conditions range from autism, dyslexia and ADHD.
elicitation, with a focus on users diagnosed with attention-
deficit/hyperactivity disorder (ADHD). We conducted a pilot In this research, we focus upon neuro-diverse users with
experiment using a virtual gym environment, instructing the par- ADHD. Attention-deficit/hyperactivity disorder (ADHD) is
ticipants to complete activities whilst under visual and auditory a behavioural disorder that affects many adults [4]. People
distractions similar to symptoms of ADHD. Results indicated with ADHD show a persistent pattern of inattention and/or
an increase in understanding the perspectives of someone with hyperactivity-impulsivity that interferes with functioning and
ADHD and an awareness of potential challenges with software
not intentionally designed for ADHD users. development [5]. A study by M. R. Morris, A. Begel and
Index Terms—Software Engineering, Virtual Reality, Human- B. Wiedermann [6] of a “large software company” (840
Centric Requirements Engineering, Attention Deficit Hyperactiv- engineers) found a lack of representation of ADHD among
ity Disorder software engineers. 92.98% of engineers they surveyed were
neurotypical, while the remaining 7.02% was neuro-diverse.
I. I NTRODUCTION Hence, the underrepresentation of neuro-diversity among soft-
Software engineers are often very different to their end ware engineers suggests that it contributes to this gap in
users, due to their differing human aspects of age, gender, cul- human-centric requirements engineering.
ture, language proficiency, socio-economic status, technology
proficiency, personality, cognitive style, emotions, physical and A. Motivating Example:
mental challenges [1][2]. As a result, there are many issues Adefila A et al’s “myShoes – the future of experiential
related to the challenges and frustrations of software that fail dementia training?” [7] focuses on a virtual reality (VR)
to meet the needs of diverse end users. J.C Grundy says that environment simulating the conditions of dementia to improve
“many issues with current software relating to its poor fit with dementia symptom understanding, and also empathy for peo-
its target end users. . . can be traced to a lack of understanding ple with dementia. VR technology is considered to be the
and incorporation during software engineering of end user “ultimate empathy machine” [8] in comparison to traditional
human aspects” [1]. In other words, software engineers are perspective taking, however, “much remains to be validated
failing to meet the needs of diverse end users due to a lack of and experimented” [7]. Furthermore, the current research
understanding during the requirements engineering phase. available today focuses on using VR technologies on the
One particular user group that will be investigated is neuro- diagnosis of ADHD within children [9] and the treatment of
diverse users. Neuro-diversity describes people with devel- ADHD, but not within a software engineering context. There
has not been enough empirical evidence to explore whether and usefulness of VR in the elicitation of requirements due the
VR can help software engineers design better solutions for feeling of being fully immersed. It was found that participants
end users with ADHD and this identifies a need to evaluate the in the study showed positive responses to the use of VR in col-
utilisation of VR for human-centric requirements engineering. lecting requirements [14]. Requirements elicitation becomes
Wang. O et al (2021) research also emphasises the need for more complicated when it involves special needs users as
setting up a virtual environment “to understand the impact of they are impaired due to disabilities as the requirements or
different environments on the user requirements” [10] in con- knowledge from these stakeholders are harder to convey or
junction with software use. Another step in the “Requirements express. Another research by Bhimani et al. studies the use
Elicitation Process Based the VR Platform” by Wang. O, et of a VR environment to enhance requirements elicitation by
al (2021) proposes ‘Simulating User Conditions’, in particular developing a generic environment for each disability to provide
on users with special accessibility requirements. a sense of “presence” which can help requirement elicitation.
Our research extends upon Wang. O et al’s Fitness App in In the same study, Bhimani et al. also posits “Indeed, VR has
a virtual gym environment. We added an additional feature of already proven itself worthy in other industries such as physio-
simulating ADHD by toggling different symptoms on and off therapy, and medicine; we believe it will benefit the design and
in the platform. Before the simulation, participants complete development process of software as well, namely requirements
a pre-experiment questionnaire to assess their knowledge of elicitation, when the characteristics of the stakeholders suggest
ADHD and the Davis Interpersonality Reactivity Index (IRI) to the existence of a relevant knowledge difficult to be worded.”
measure their dispositional empathy. After the simulation, par- [11]. A similar study on the effectiveness of VR in health by
ticipants complete a post-experiment questionnaire to compare Chirico et al. showed the use of VR as a calming intervention
their new understanding of ADHD and identify how they could that promotes emotional well-being in cancer inpatients. The
better design solutions for end users with ADHD. Observations study also found that VR had a positive impact on patients’
are also made by investigators during the experiment. distress, anxiety, cancer-related psychological symptoms and
even helped during painful procedures and chemotherapy. [12].
B. List of key contributions of the work done
Another study conducted by T. I. Chowdhury et al. explores
Our key research contributions are summarised as below: the idea of an embodied experience via a virtual avatar to
• A VR platform that simulates ADHD symptoms in a reduce negative biases associated with disabilities, which in
virtual gym environment. other words means an increase in empathy. This study was
• A pilot study that evaluates whether utilising VR as an carried out by creating a wheelchair interface and a DS with
empathetic approach for human-centric requirements en- a tracked Head Mounted Display (HMD) that would have a
gineering helps software engineers design better solutions significantly larger effect on participants’ information recall
for end users with ADHD. and their implicit association towards people with disabilities
This research paper is organised as follows. Section 2 reviews (PwD) than a desktop monitor and gamepad [13].
the related work. Section 3 presents the research aims and Past studies have determined the effectiveness of virtual
research questions. Section 4 presents the research method- reality as a medium to elicit empathy (Dyer et. al. 2018,
ology. Section 5 presents the results. Section 6 discusses the Adefila et. al. 2016) and in recent years, VR has become
results. Finally, section 7 concludes this paper and presents increasingly used to support educational training, particularly
future research work. in the health science and social care fields [17]. A study
conducted by Dyer et al. (2018) utilised VR software that
II. R EVIEW OF L ITERATURE enabled medical students to simulate being an elderly patient
Davis defines empathy as the “reactions of one individual to with age-related diseases such as macular degeneration and
the observed experiences of another [11]. Empathy has been high-frequency hearing loss. It was found that introducing an
widely studied and investigated with the use of VR where it innovative new teaching modality to the medical, physician
has been used to help people empathise with certain groups assistant, physical therapy, and nursing curricula enhanced
of people such as refugees, homeless people and people with students’ understanding of age-related health problems and
impairments. Previous studies have shown how VR’s ability increased their empathy for older adults with vision and
to create environments that reflect the real one and give the hearing loss or Alzheimer’s disease [17]. Similarly, Adefila et.
illusion of being another person have increased a user’s overall al. (2016) concluded that the empathy scores of a sample group
sense of empathy [15] [16]. In accordance with empathy in of nursing and social care students who took part in a VR
requirements engineering, virtual reality provides something experience to simulate the perspectives of dementia patients
in the elicitation of requirements engineering that the conven- reported in the pre-and post-questionnaires reported a sizable
tional methods lack - immersion and natural affordance for increase, immediately after the simulation. Furthermore, it
perception. The sense of presence and immersion in VR, so was noted that there was a significant increase in compassion
often used interchangeably, describes the psychological sense among students who had medium pre-test scores [17].
of “being there” in a virtual environment. In accordance with Both the Dyer et. al. (2018) and Adefila et. al. (2016) studies
immersion and sense of presence in relation to requirements demonstrate that VR immersion training is an effective teach-
elicitation, a study by Bhimani et al. shows the effectiveness ing method to help medical and health professions students
develop empathy [17] and the meta-analysis conducted on the IV. R ESEARCH M ETHODOLOGY
most current research in the field of immersive virtual reality A. System development
by Vilalba et. al. (2018) further propounds this sentiment as it
We used a pre-made highly realistic interactive virtual gym
posits that “perspective taking is more effective than providing
environment for our participants to do experiments in. This
data to feel empathy” and “virtual reality can increase engage-
virtual gym environment was created with Unity, a gaming de-
ment and empathy concern and perspective taking”. However,
velopment software, and we also added our own modifications
it is acknowledged that “much remains to be validated and
to fit our research. Our modifications included avatars and
experimented” and “there is insufficient evidence and exper-
posters for better immersion, labelled as 8, 9 and 10 in Figure
iments to state that perspective-taking virtual reality (PTVR)
1, sound effect and animation for objects labelled by red and
is a more effective method for developing empathy than other
green arrow respectively in Figure 1. We used a head mounted
methods,” [18]. In light of this, much research on VR as a
display or VR headset called HTC Vive Pro 2 to enable the
training resource is still required [17], especially relating to
participant to experience this virtual gym environment. This
neurodiversity. Accordingly, this study aims to expand on this
VR headset can track the head movements of the wearer and
research by simulating the symptoms of ADHD.
display corresponding views making the wearer really feel like
they are in the room. The participants can use the controllers
III. R ESEARCH A IMS AND Q UESTIONS to grab objects inside the gym, move around and interact with
A. Research Questions: the virtual tablet.

• RQ1 – How does VR assist software engineers in better B. Symptom simulation


understanding different viewpoints, challenges and be- According to the Diagnostic and Statistical Manual of Men-
haviours of diverse end users and stakeholders through tal Disorders, ADHD is classified into two categories: inat-
an empathic approach? tentiveness and hyperactivity and impulsivity. Inattentiveness
– Motivation: The aim is to explore how VR can can manifest differently in people but some of the symptoms
be used in human-centric requirements engineering included are: failing to give close attention to details or making
using an empathetic approach. careless mistakes, difficulty sustaining attention in tasks or
play activities, does not seem to listen when spoken to directly,
• RQ2 – How does VR help in designing better solutions
does not follow through on instructions, having difficulty
for end users with ADHD?
organising tasks and activities, and being easily distracted
– Motivation: The aim is to see how the VR prototype by extraneous stimuli, and this is not because of defiance or
helps software engineers in designing better solutions lack of comprehension [5]. However, we focus on simulating
for end users with ADHD. two of the inattentiveness symptoms: often having difficulty
sustaining attention in tasks (e.g., difficulty remaining focused
B. Research Aims: during lectures, conversations, or lengthy reading) and being
• RA1 - To develop a VR environment prototype to explore often easily distracted (for older adolescents and adults, may
empathy in requirements engineering. include unrelated thoughts). We simulated these symptoms by
including several visual and auditory distractions in the virtual
– Motivation: The aim is to create a VR prototype environment to distract the participant or draw the attention of
simulating ADHD symptoms in a gym workout the participant away from the task they were currently doing.
scenario. Visual distractions include objects in the background moving
• RA2 - To develop initial guidelines for human-centric or resizing, for example, a fitness ball in the corner of the
requirements engineering – ADHD challenges - using VR room repeatingly getting bigger then smaller (figure 1: 2,4), in
technologies. addition, a dumbbell and an exercise mat would be rolling back
– Motivation: The aim is to analyse the questionnaire and forth on the floor (figure 1: 1,3). We simulated unrelated
results from the study to better understand human- thoughts by playing a random video that covered a small
centric requirements engineering- and to find any portion in the field of view of the participant. The video would
recommendations in gathering requirements from follow the participant’s field of view wherever the participant
diverse end users. looked when the visual distraction was activated. Auditory
• RA3 - To evaluate the created prototype with software distractions included background noise such as equipment
developers, students in training - and other stakeholders noise, chattering noise, and music gradually getting louder
(figure 1: 5,6,7).
– Motivation: The aim is to answer:
∗ a) whether VR evoked some form of empathy, and C. Interactive gym environment
to what extent In this study, we chose the gym as our virtual environment
∗ b) And whether the VR prototype has helped soft- to simulate ADHD symptoms as most people, including people
ware engineers understanding of designing better with ADHD, go to the gym as their daily routine and some
solution for end users with ADHD people use applications on their phone for entertainment or
for instructional purposes. In this virtual environment, we • Turning on the visual distraction only before performing
have a tablet (Figure 1: 11) that contains a poorly designed the second exercise, completing 10 repetitions of the
fitness application and we aimed to show, from a first person Cross-Body Hammer Curl.
perspective, the challenges that people with ADHD had using • Turning on the audio distraction only before performing
the application in the gym. The fitness app contained five dif- the third exercise, completing 10 repetitions of the Shoul-
ferent lengthy worded instructions, an average of 40 words per der Press.
instruction, on how to do each exercise, designed so that the • Turning on both the visual and auditory distractions
participant had to pay full attention following the instructions before performing the fourth exercise, completing 10
to complete each exercise, whilst experiencing different levels repetitions of the Dumbbell Scaption.
of distractions happening around them (from no distractions to • Performing the fifth exercise with no distractions, per-
visual distractions only to auditory distractions only to both forming ten repetitions of the Dumbbell Squat.
visual and auditory distractions) which people with ADHD
would find challenging [19]. V. R ESULTS
The research we conducted investigates whether the virtual
reality prototype helps software engineers in designing better
solutions for end users with ADHD.
A. Participants
We recruited 13 participants in this study (12 males and
1 female). The participants’ age ranged from 18 to 52 years
(median of 22). All participants selected hearing about the
study from peers in the initial registration form, and were
current or previous students in IT, Computer Science or
Software Engineering. In addition, some participants were also
enrolled in Arts, Business and Economics, or Science. All
participants’ place of residence were currently in Australia.
2 out of 13 participants were working in the technology
industry, both with a Bachelor’s Degree of qualification in the
field of Computer Science. 6 out of 11 students had previous
Fig. 1. Screenshot of Virtual Gym Environment.
intern or work experience, with half continuing to work in
their current role. They ranged from frontend and backend
engineers, quality assurance engineers and DevOps. 5 out
D. Experiment Procedure of 13 participants knew someone clinically diagnosed with
We conducted a pilot study on participants to answer our ADHD.
research questions. Software Engineering, Information Tech- B. Pre-Experiment Questionnaire
nology and Computer Science students along with anyone
working within those respective fields were allowed to par- The pre-experiment questionnaire was made up of three sec-
ticipate. All participants were required to respond to pre- tions: Demographic Details, IRI index, and ADHD knowledge.
and post-VR simulation questionnaires. Both questionnaires The first section began with 4 questions about the demographic
contained questions about basic demographic information and of the participant. Student participants had an additional 7
their understanding of ADHD in both a general sense and questions about their university course and any internship
within the context of technology. Additionally, the pre-VR experience, while industry participants had an additional 6
simulation contained questions from Davis’ Interpersonal Re- questions. We applied the Interpersonal Reactivity Index (IRI)
activity Index [22] as a measure of the participants’ sense to measure dispositional empathy for every participant, which
of empathy and their subscales of perspective taking, fantasy, includes 28 questions on a 5-point Likert scale ranging from
empathic concern, and personal distress. Participants were also A to E as “Does not describe me well” to “Describes me
encouraged to describe their feelings and thought processes very well”, respectively. Following the IRI were questions that
during the simulation. After the pre-simulation questionnaire, covered participant’s knowledge and understanding of ADHD.
we provided information on using the VR controls and set up Below we discuss the results from Figure 2 and Figure 3 on
the VR headset for the participant. The participants were then participant ADHD knowledge and understanding in the pre-
prompted to complete the following [23]: experiment questionnaire.

• Navigating to the virtual tablet and selecting “Begin C. Post-Experiment Questionnaire


Exercise”. For the second questionnaire, we designed eight ques-
• Performing the first exercise with no distractions, com- tions for all participants after the VR simulation had been
pleting 10 repetitions of the Calf Raise. completed to compare their results from the pre-experiment
Fig. 2. ”Which of the following is ”not” a symptom of ADHD?” Pre- Fig. 4. ”Which of the following is ”not” a symptom of ADHD?” Post-
experiment questionnaire results on participant ADHD knowledge. experiment questionnaire result on participant ADHD knowledge

Fig. 5. Post-experiment questionnaire results on participant understanding


Fig. 3. Pre-experiment questionnaire results on participant understanding of ADHD on a 5 point Likert scale from “Strongly Agree” to “Strongly
of ADHD on a 5 point Likert scale from “Strongly Agree” to “Strongly Disagree”.
Disagree”.

D. Positive Findings
questionnaire and identify whether the VR platform made a Q3.1: “I understand what someone with ADHD would
difference in their understanding of ADHD. The questions experience in everyday life”: 92.31% of participants Agreed,
in the post-experiment questionnaire were a combination of and 7.69% Strongly Agreed. From the pre-questionnaire in
qualitative and quantitative questions. The questions covered Figure 3, the number of Agreed participants significantly
1. Participant’s knowledge of ADHD, 2. Likert scale rating jumped. ‘Strongly Disagree’, ‘Neither Agree nor Disagree’
level of agreement with statements based on the participants’ and ‘Disagree’ both changed from the pre-questionnaire
ADHD understanding, 3. How participants would design the having 7.69%, 38.46% and 23.08% respectively, to all
simulation workout application to be more suitable for people having a scoring of 0%. In the post questionnaire 100%
with ADHD, 4. How the VR prototype changed participants’ of participants either ‘Agreed’ or ‘Strongly Agreed’ to this
understanding of ADHD, and 5. General comments on the statement, whilst in the pre-questionnaire 30.77% ‘Agreed’.
study. Figure 4 and Figure 5 results for participant ADHD Hence,due to this significant increase of positive agreement,
knowledge and understanding are discussed in the positive these results suggest the VR Experiment helped participants
findings below. understand the experiences of ADHD people.
post-questionnaire. Thus, it is inconclusive on whether or not
Q3.2: “I believe software is accessible for people with the VR experiment increased the understanding of ADHD
ADHD”: The Post-Questionnaire (Figure 5) Results showed symptoms as there was both an increase of correct and
46.15% of participants selected ‘agree’, 38.46% selected incorrect answers. This may indicate some aspects of the VR
‘neither agree nor disagree’. 7.69% of participants selected Experiment helped some participants in their understanding
Disagree’ and 7.69% of participants selected ‘Strongly of ADHD symptoms, but in others it was not clear enough,
Disagree’. There was a slight change in these results, where and further research is needed.
15.38% scored either ‘Strongly Disagree’ or ‘Disagree’, whilst
there was 0% of participants scoring ‘Strongly Agree’, and a Q3.4: “I consider people with ADHD when eliciting
decrease of 7.69% from ‘Neither Agree nor Disagree’ to a accessibility requirements.” Participants had varying results in
post-questionnaire score of 38.46%. 46.15% of participants in the pre-questionnaire: 23.08% Disagree. The majority being
both the pre and post-questionnaire ‘Agreed’ to the statement. 46.15% Neither Agree nor Disagreed and lastly 30.77%
This indicates that the VR Experiment made participants Agreed with the statement. In the post questionnaire there
realise software is not as accessible for people with ADHD was a decrease in the amount that disagreed, 7.69%. There
as previously thought prior to the experiment, but is not as were 38.46% in both Neither Agree nor Disagree and Agreed,
conclusive as the difference from pre-questionnaire results to and lastly there were 15.39% who Strongly Agreed. There
post-questionnaire results is not substantial. was an increase in the mean participant score, from 3.08
in the pre-questionnaire to a 3.62 in the post questionnaire.
Q3.3: “I believe ADHD would hinder someone’s ability However, this statement can be interpreted in two ways and
to perform tasks in software compared to someone without thus is ambiguous: A decrease in participant mean score can
ADHD”: Participants had varied responses in the pre- imply participants previously thought they did think about
questionnaire (Figure 3) with ‘Agree’ as the highest ADHD user requirements, but the experiment showed them
(38.46%), ‘Neither Agree nor Disagree’ (30.77%), followed they in fact did not. An increase in participant mean score can
by ‘Disagree’ (23.08%) and lastly strongly agree (7.69%). be interpreted as participants will now make more informed
Whilst 7.69% of participants ‘Strongly Disagreed’ in the choices and think about ADHD requirements in the future.
post-questionnaire (Figure 5) to the statement, there was Thus, whilst the results show the mean increasing, the nature
a significant increase in ‘Agree’ (53.85%) and ‘Strongly of the statement means this data is inconclusive and in the
Agree’ (30.77%) and a decrease in ‘Neither Agree nor future further clarification is needed. For example “I believe
Disagree’ (7.69%), demonstrating that the VR Experiment I consider people with ADHD when eliciting accessibility
made participants realise that ADHD does hinders one’s requirement” and in the post-questionnaire rewording it to
ability to perform tasks in software applications. “I believe I considered people with ADHD when eliciting
accessibility requirement prior to this experiment”, hence
E. Negative Findings emphasising the participants own belief that they believed
they consider ADHD users before, to what they think about
their prior actions after the VR experiment

Q4 How would you design the in-simulation workout


application to be more suitable for people with ADHD?
38.46% of participants’ feedback were regarding a potential
improvement of the Tablet Exercise Application with ADHD
people in mind. ”The tablet application could have more
visuals to closely guide the user.” and another participant:
“I would potentially include things like timers or visual
aids of the workouts. . . The app could incorporate music
Fig. 6. Q2: “Which of the following is ”not” a symptom of ADHD?” Results, functionality too, which would again reduce users from being
the pre-questionnaire to post-questionnaire differences distracted by external audio sources.” These suggestions, as
well as others,provided improvements that would help ADHD
As shown in Figure 6, there was an increase in the users navigate and use the Exercise Tablet Application.
number of correct answers, but also an increase in the 30.77% of feedback were regarding improvements of the VR
number of incorrect answers (due to participants attempting Experiment Prototype, not the Tablet Exercise Application,
an answer from their pre-questionnaire answer of “Do Not despite further clarification of the question. “Bigger ipad”
Know”). Whilst an increase in the number of overall correct and “Music should be quieter / less distracting” were a few
answers in the post-questionnaire, and no correct-to-wrong examples of these suggestions. Hence, these participants
answers, suggests the VR experiment helped participants did not directly answer the question, and are invalid and
understand the symptoms of ADHD, there was still an inconclusive results.
increase in participants who got the question wrong in the 15.38% of feedback were ambiguous improvements for the
Tablet Exercise Application and did not seem to focus upon on how participants were affected by the VR Experiment, and
improvements for ADHD, an example being to “Increase their understanding of people with ADHD.
colour contrast in the UI.” Whilst there was feedback on the Hence this question gave an overall positive response to the
Exercise Tablet Application, the feedback did not seem to VR Experiment, where from the responses all reflected upon
cater directly towards ADHD end users. the positive aspects of the VR Experiment giving them a better,
7.69% of the feedback was not an improvement; rather, and clearer understanding of ADHD people, and what they
a comment on the distractions: “Some pages were very may experience in everyday life. The positive results suggest
text heavy which made it difficult to read. The distractions that the VR Experiment gave them newfound knowledge of the
compounded this issue. e.g question 5 and the dumbbell experiences of ADHD people through the empathetic approach
one were much more difficult to understand.” Thus, these of VR, through their perspective and also in understanding of
participants did not directly answer the question, and are how the ADHD symptoms might affect software usage.
invalid and inconclusive results.
Lastly, 7.69% of participants said that the “Tablet is fine.” F. Fitness Level
Hence, these participants thought the tablet application was The fitness level of participants had some effect on the
usable for ADHD users, and needed no further improvements. experiment procedure, as those who did frequent the gym
Thus, while some feedback given was positive (38.46%), commented in a similar manner to “I think you should take
other participants (53.85%) did not properly understand the into account how often the person does workouts as the
given question and gave feedback that was either ambiguous, workouts shown in the game were all quite known to me. It
feedback for the VR Experiment Prototype or simply wasn’t hard to do”. These participants excelled in the exercises
comments and not improvements. The remaining 7.69% of and were less likely to be distracted, as the familiar motion
participants thought there was no improvement needed. With and environment made them more comfortable performing
the given positive feedback, it suggests the VR Experiment the exercises. Those less familiar with the gym, or frequent
helped people understand how ADHD people interact with exercise often took their time in performing the exercises, or
software, and the participants are able to come up with had incorrect form. Thus, these differences can contribute to
potential solutions to tackle ADHD problems. one’s level of distraction, where one’s comfort led to them
Whilst there was clarification by the researchers about the being less focused on the ADHD symptoms and more focused
question, a direct rewording of the question is needed so on getting the exercise done. In addition, this familiarity
participants give proper feedback for the tablet application: can also affect the time spent within the VR simulation, as
“How would you design the Tablet Exercise Application to often participants with prior knowledge of the exercises had
be more suitable for people with ADHD?” emphasising the less time spent as they understood the task quicker. Thus,
tablet to lessen participants confusion and give focus to it. they exited the immersion faster and potentially were not as
Potentially adding a footnote: “NOTE: this is NOT in relation immersed as someone who spent longer trying to get a better
to improvements of the VR Gym Experiment Prototype” can understanding of the exercises, thus also being exposed to the
also further clarify understandings. ADHD symptoms for longer.
Q5 How has the VR prototype changed your understanding
of people with ADHD? This open ended question could be G. VR Usage
split into two types of responses: 1. Participants commented The VR usage rates among the participants were 53.85%
it helped in their understanding of distractions, which ADHD having used VR before, to 46.15% for it being their first
people can’t control. This suggests the VR Experiment helped time using VR. This mainly affected how people navigated the
them understand what are the potential symptoms of ADHD. VR environment, the participants with prior usage being more
With comments like “People with ADHD will get distracted adept and more comfortable in the VR environment and its
easily and that’s not something they can control”, “I didn’t controls, whilst first-time users needed more instructional help
know things pop out of the room when you work out”, and in navigating the VR environment. This can ruin the immersion
“That they face a lot more variety and intensity of distractions for first time users, and thus lessen the empathetic manner
than I realised”. in which they are experiencing VR. This loss of immersion
2. Participants noted it helped them understand what it’s like from first-time users can also be broken by constant asking of
to be in their perspective. This indicates participants were questions to the researchers, asking about controls or what to
immersed and in the perspective of ADHD people, through do next. Thus, a first-time VR participant could have had a less
this empathetic approach of VR. It demonstrates how ADHD immersive experience, which can affect their understanding
symptoms might manifest in their everyday lives and act as of ADHD symptoms as they were less focused upon the
a hindrance. “It has helped me understand how people with distractions.
ADHD view distractions, and their focus is impacted much In addition, the VR usage can also affect the time spent
more than people without ADHD. This would have a negative within the VR simulation, as the unfamiliarity of the VR
effect on the working habits of people with ADHD as they environment can limit the time spent as participants may be
are much more easily distracted.” and “It gives me an idea inclined to perform the VR Experiment faster to exit the
of how to be in their shoes” are just some of the comments simulation sooner.
H. Visual Distraction me very well”, split equally into 7 questions per subscale.
It was observed that the video in the middle of the screen Thus a participant can individually score up to 28 points in a
only distracted users to a certain extent. Participants simply subscale, with the participants scores shown in the following
looked to the side to read the instructions on the tablet or Figure 7.
to look at the visual aid posters. They simply ignored this
distraction all together by looking past it. Another aspect of
the visual distraction - the abnormal movement of objects -
was successful in distracting some of the participants. Some
of the comments made by participants during the movement
of objects included: “Haha why is the gym ball expanding?”,
”Pretty creepy. . . the exercise ball” and “I just noticed that
thing moving. . . the green mat”. However, overall it was
observed most participants still completed the exercise to
completion without much trouble.
Thus, having a more relevant video, instead of a “3, 2, 1
countdown” can help aid in focusing more attention to this
visual distraction, such as a person working out, or speakers
blaring the music. Other improvements to this distraction
from a participant included ”...instead have the objects move Fig. 7. IRI Scores, displays the overall scores of participants IRI, which
towards the person as their presence can feel much larger measure an individual’s levels of empathy.
than it really is. . . ”. These improvements would help the
Visual Distraction stand out, but also aid in the immersion. In this particular experiment the results for Fantasy are
However, the accuracy of the visual distraction being what insignificant compared to the remaining subscales. Perspective
ADHD people experience is still in contention due to a lack Taking, Empathic Concern and Personal Distress are important
of ADHD expertise. in the analysis of this experiment. The Empathetic Scores
range from 10 - 20 (Average = 14.46) and the Perspective
I. Audio Distraction Taking 10 - 23 (Average = 16.69), and a Personal Distress
Most, if not all participants, found the Audio Distraction from 9 - 22 (Average = 13.46), as shown in Figure 7. Figure
distracting, albeit to varying degrees. It was observed that 7 shows a slightly above average mean score of 16.69 in the
most participants completed the exercise with the Audio subscale of Perspective Taking, which describes “the tendency
Distractions on with little added difficulty. Some commented to spontaneously adopt the psychological point of view of
on its ability to distract them: “I find it so hard to read because others” [22]. Empathetic Concern describes ”other-oriented”
of the music”, and it was observed that one participant took feelings of sympathy and concern for unfortunate others”, and
a deep breath as though overwhelmed by both distractions. in this VR Experiment sample there was an average mean
Therefore, the current data is inconclusive to whether the score of 14.46, and lastly, Personal Distress had an average
Audio Distractions fully distracted participants, or was a minor mean score of 13.46, describing the ”self-oriented” feelings
annoyance and distraction. of personal anxiety and unease in tense interpersonal settings”
It was noted one participant actually found the music to help [22].
in their exercises, keeping in rhythm with the beat, however There were some outlier participants; 3 scoring above the
when further questioned they were found to like listening measured average for all subscales and 1 scoring below the
to loud music, thus they were an outlier. This questions measured average for all subscales. However, overall the mean
however different participants’ noise thresholds, which can scores of the three main subscales of Perspective Taking,
be different per participant, in what is considered too loud Empathic Concern and Personal Distress were around a middle
and thus distracting, or just loud enough to drown out other score of 14, not being too far off as shown in Figure 7. Thus,
distractions. the overall scoring within the IRI were at expected levels.

J. Interpersonal Reactivity Index (IRI) VI. D ISCUSSION


The Interpersonal Reactivity Index (Davis, 1983) is a “mul- A. Measuring Empathy after the Simulation
tidimensional approach to individual differences in empathy”. As outlined in the research aims and questions, this study
[22]. intends to demonstrate how VR can assist software engineers
The IRI is used as a measurement of four separate aspects in better understanding different viewpoints, challenges and
of empathy: social functioning, self-esteem, emotionality, and behaviours of diverse end users and stakeholders through an
sensitivity to others, categorised into the subscales of Per- empathetic approach. Accordingly, the responses of the pre
spective Taking, Fantasy, Empathetic Concern and Personal and post-experiment questionnaire indicate that a greater pro-
Distress. With a total of 28 questions using 5-point (0-4) Likert portion of participants recognise what someone with ADHD
scale ranging from “Does not describe me well” to “Describes would experience in everyday life, and agree with the fact
that ADHD would hinder someone’s ability to perform tasks in participant mean score in the pre and post-experiment
in software, at the conclusion of the user study. It can thus be questionnaire, and the wording of Q4 in the post questionnaire
inferred that after experiencing various symptoms of ADHD in produced some invalid short-form responses.
the VR simulation, participants directly experienced the chal-
lenges of using software that is not intentionally designed for D. Limitations
users with ADHD, and the numerous ways in which it limits There were some limitations that we faced throughout the
software accessibility, leading to the elicitation of empathy research, for instance, not having an expert on ADHD in
among software engineers that contributes to an increase in our team. Due to time constraints and lack of resources, we
understanding of how software should be designed in order to were not able to reach out to any ADHD experts experience
better accommodate users belonging to this demographic. This our VR prototype and provide feedback on how accurate
is an advantage that using VR for RE possesses over traditional these symptoms are. Moreover, by not having an expert, or
RE methods [24] as software and requirements engineers have anyone diagnosed with ADHD, in the team, we were limited
the ability to develop an intrinsic perception of the ADHD to a few symptoms that our team had a higher confidence in
experience, instead of solely relying on external accounts from replicating based on past researches such as [19],[20],[21].
questionnaires and interviews that are prevalent in traditional Some symptoms were considered difficult to replicate or
RE methods. As such, the responses of the pre and post- could not be replicated accurately without experiencing it
questionnaire have reflected positively on the capability of this firsthand or hearing from someone who experienced it directly.
VR simulation to serve as an initial measure for human-centric In addition, due to lack of resources, there was only one
requirements engineering using VR technology, as it is able VR headset available for our team to use which slowed
to elicit empathy among software engineers for people with down our development process. Although we had a team of
ADHD. three responsible for development and used version control
for collaboration, we depended solely on the developer who
B. Observations had the VR headset to test out the prototype. Furthermore,
In addition to the pre and post-questionnaire, the articula- performing exercises within a virtual gym environment was
tions of participants’ thoughts that were recorded using the limited due to mobility issues, the headset’s cords hindering
“Think-Aloud Technique” also demonstrate that empathy was the ability to move freely, and the lack of weight in the VR
elicited during the experiment. As reported by a participant controllers, breaking the participant’s sense of immersion.
during the user testing session, the VR simulation “gave me a
whole new level of empathy,” after attempting to use the work- VII. C ONCLUSION
out app to complete a set of exercises, whilst being subject Requirements elicitation is vital in ensuring the results and
to various visual and auditory distractions. Other participants success of software development. Conventional requirements
shared similar experiences during the simulation, claiming that elicitation often faces challenges in empathising with different
the distractions “did distract [them] from the exercise,” and groups of users, especially those with impairments. Inspired
made using the workout app to complete the exercises more by the wide success of VR in other domains, our research
difficult. The simulation ultimately “helped [them] understand has demonstrated how the utilisation of VR as an empathetic
what ADHD might feel like,” and the challenges that people approach to human-centric requirements engineering may help
with ADHD face in not only when using software, but when software engineers design better solutions for diverse end
“performing everyday tasks, [because] you get distracted by users.
everything around you and it’s hard to stay focused.” For further work, we plan to improve the effectiveness of the
VR environment by including experts on ADHD and people
C. Threats to Validity who are clinically diagnosed with ADHD as primary research
There are numerous factors that potentially threaten the to ensure the symptoms represented in the VR experiment are
validity of the results obtained during this study. The fact accurate. This VR Experiment was conducted using secondary
that participants are asked to perform different exercises for research, and adding more symptoms, and accurate symptoms
each combination of visual and auditory distractions (visual of ADHD distractions would help in better understanding
distraction only, audio distraction only, both audio and visual ADHD users, and thus help software engineers elicit user
distractions), to ascertain which combination made it more requirements which are beneficial. Additionally, we would
difficult to complete a certain exercise, could have caused the include a different virtual environment which involves an
inherent difficulty of each exercise to affect which combination everyday use case not specifically targeted towards gym users.
of distractions proved to be the most distracting. The relatively Scenarios such as grocery shopping using a shopping list ap-
small sample size of 13 users along with the disproportionate plication, classroom environment with a computer or portable
number of 12 male and 1 female participants and the lack of device, or similar everyday activities can be explored. This
an ADHD expert to verify the correctness of the visual and would be more familiar with a larger proportion of software
auditory distractions based on ADHD symptoms could have engineers, and thus they would be better immersed within the
also skewed the results. In addition the wording of Q3.4 in pre- VR simulation environment. This study also hopes to prop-
questionnaire was vague, resulting in an ambiguous increase agate further research into different neuro-diverse conditions
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